| OLD | NEW |
| 1 /* | 1 /* |
| 2 * Copyright (C) 1999 Antti Koivisto (koivisto@kde.org) | 2 * Copyright (C) 1999 Antti Koivisto (koivisto@kde.org) |
| 3 * Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009, 2010 Apple Inc. All rights
reserved. | 3 * Copyright (C) 2004, 2005, 2006, 2007, 2008, 2009, 2010 Apple Inc. All rights
reserved. |
| 4 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. | 4 * Copyright (C) 2011 Adobe Systems Incorporated. All rights reserved. |
| 5 * | 5 * |
| 6 * This library is free software; you can redistribute it and/or | 6 * This library is free software; you can redistribute it and/or |
| 7 * modify it under the terms of the GNU Library General Public | 7 * modify it under the terms of the GNU Library General Public |
| 8 * License as published by the Free Software Foundation; either | 8 * License as published by the Free Software Foundation; either |
| 9 * version 2 of the License, or (at your option) any later version. | 9 * version 2 of the License, or (at your option) any later version. |
| 10 * | 10 * |
| (...skipping 1257 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1268 top = 0; | 1268 top = 0; |
| 1269 right = 0; | 1269 right = 0; |
| 1270 bottom = 0; | 1270 bottom = 0; |
| 1271 left = 0; | 1271 left = 0; |
| 1272 | 1272 |
| 1273 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; | 1273 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; |
| 1274 for (size_t i = 0; i < shadowCount; ++i) { | 1274 for (size_t i = 0; i < shadowCount; ++i) { |
| 1275 const ShadowData& shadow = shadowList->shadows()[i]; | 1275 const ShadowData& shadow = shadowList->shadows()[i]; |
| 1276 if (shadow.style() == Inset) | 1276 if (shadow.style() == Inset) |
| 1277 continue; | 1277 continue; |
| 1278 int blurAndSpread = shadow.blur() + shadow.spread(); | 1278 float blurAndSpread = shadow.blur() + shadow.spread(); |
| 1279 | 1279 |
| 1280 top = min<LayoutUnit>(top, shadow.y() - blurAndSpread); | 1280 top = min<LayoutUnit>(top, shadow.y() - blurAndSpread); |
| 1281 right = max<LayoutUnit>(right, shadow.x() + blurAndSpread); | 1281 right = max<LayoutUnit>(right, shadow.x() + blurAndSpread); |
| 1282 bottom = max<LayoutUnit>(bottom, shadow.y() + blurAndSpread); | 1282 bottom = max<LayoutUnit>(bottom, shadow.y() + blurAndSpread); |
| 1283 left = min<LayoutUnit>(left, shadow.x() - blurAndSpread); | 1283 left = min<LayoutUnit>(left, shadow.x() - blurAndSpread); |
| 1284 } | 1284 } |
| 1285 } | 1285 } |
| 1286 | 1286 |
| 1287 LayoutBoxExtent RenderStyle::getShadowInsetExtent(const ShadowList* shadowList)
const | 1287 LayoutBoxExtent RenderStyle::getShadowInsetExtent(const ShadowList* shadowList)
const |
| 1288 { | 1288 { |
| 1289 LayoutUnit top = 0; | 1289 LayoutUnit top = 0; |
| 1290 LayoutUnit right = 0; | 1290 LayoutUnit right = 0; |
| 1291 LayoutUnit bottom = 0; | 1291 LayoutUnit bottom = 0; |
| 1292 LayoutUnit left = 0; | 1292 LayoutUnit left = 0; |
| 1293 | 1293 |
| 1294 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; | 1294 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; |
| 1295 for (size_t i = 0; i < shadowCount; ++i) { | 1295 for (size_t i = 0; i < shadowCount; ++i) { |
| 1296 const ShadowData& shadow = shadowList->shadows()[i]; | 1296 const ShadowData& shadow = shadowList->shadows()[i]; |
| 1297 if (shadow.style() == Normal) | 1297 if (shadow.style() == Normal) |
| 1298 continue; | 1298 continue; |
| 1299 int blurAndSpread = shadow.blur() + shadow.spread(); | 1299 float blurAndSpread = shadow.blur() + shadow.spread(); |
| 1300 top = max<LayoutUnit>(top, shadow.y() + blurAndSpread); | 1300 top = max<LayoutUnit>(top, shadow.y() + blurAndSpread); |
| 1301 right = min<LayoutUnit>(right, shadow.x() - blurAndSpread); | 1301 right = min<LayoutUnit>(right, shadow.x() - blurAndSpread); |
| 1302 bottom = min<LayoutUnit>(bottom, shadow.y() - blurAndSpread); | 1302 bottom = min<LayoutUnit>(bottom, shadow.y() - blurAndSpread); |
| 1303 left = max<LayoutUnit>(left, shadow.x() + blurAndSpread); | 1303 left = max<LayoutUnit>(left, shadow.x() + blurAndSpread); |
| 1304 } | 1304 } |
| 1305 | 1305 |
| 1306 return LayoutBoxExtent(top, right, bottom, left); | 1306 return LayoutBoxExtent(top, right, bottom, left); |
| 1307 } | 1307 } |
| 1308 | 1308 |
| 1309 void RenderStyle::getShadowHorizontalExtent(const ShadowList* shadowList, Layout
Unit &left, LayoutUnit &right) const | 1309 void RenderStyle::getShadowHorizontalExtent(const ShadowList* shadowList, Layout
Unit &left, LayoutUnit &right) const |
| 1310 { | 1310 { |
| 1311 left = 0; | 1311 left = 0; |
| 1312 right = 0; | 1312 right = 0; |
| 1313 | 1313 |
| 1314 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; | 1314 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; |
| 1315 for (size_t i = 0; i < shadowCount; ++i) { | 1315 for (size_t i = 0; i < shadowCount; ++i) { |
| 1316 const ShadowData& shadow = shadowList->shadows()[i]; | 1316 const ShadowData& shadow = shadowList->shadows()[i]; |
| 1317 if (shadow.style() == Inset) | 1317 if (shadow.style() == Inset) |
| 1318 continue; | 1318 continue; |
| 1319 int blurAndSpread = shadow.blur() + shadow.spread(); | 1319 float blurAndSpread = shadow.blur() + shadow.spread(); |
| 1320 | 1320 |
| 1321 left = min<LayoutUnit>(left, shadow.x() - blurAndSpread); | 1321 left = min<LayoutUnit>(left, shadow.x() - blurAndSpread); |
| 1322 right = max<LayoutUnit>(right, shadow.x() + blurAndSpread); | 1322 right = max<LayoutUnit>(right, shadow.x() + blurAndSpread); |
| 1323 } | 1323 } |
| 1324 } | 1324 } |
| 1325 | 1325 |
| 1326 void RenderStyle::getShadowVerticalExtent(const ShadowList* shadowList, LayoutUn
it &top, LayoutUnit &bottom) const | 1326 void RenderStyle::getShadowVerticalExtent(const ShadowList* shadowList, LayoutUn
it &top, LayoutUnit &bottom) const |
| 1327 { | 1327 { |
| 1328 top = 0; | 1328 top = 0; |
| 1329 bottom = 0; | 1329 bottom = 0; |
| 1330 | 1330 |
| 1331 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; | 1331 size_t shadowCount = shadowList ? shadowList->shadows().size() : 0; |
| 1332 for (size_t i = 0; i < shadowCount; ++i) { | 1332 for (size_t i = 0; i < shadowCount; ++i) { |
| 1333 const ShadowData& shadow = shadowList->shadows()[i]; | 1333 const ShadowData& shadow = shadowList->shadows()[i]; |
| 1334 if (shadow.style() == Inset) | 1334 if (shadow.style() == Inset) |
| 1335 continue; | 1335 continue; |
| 1336 int blurAndSpread = shadow.blur() + shadow.spread(); | 1336 float blurAndSpread = shadow.blur() + shadow.spread(); |
| 1337 | 1337 |
| 1338 top = min<LayoutUnit>(top, shadow.y() - blurAndSpread); | 1338 top = min<LayoutUnit>(top, shadow.y() - blurAndSpread); |
| 1339 bottom = max<LayoutUnit>(bottom, shadow.y() + blurAndSpread); | 1339 bottom = max<LayoutUnit>(bottom, shadow.y() + blurAndSpread); |
| 1340 } | 1340 } |
| 1341 } | 1341 } |
| 1342 | 1342 |
| 1343 Color RenderStyle::colorIncludingFallback(int colorProperty, bool visitedLink) c
onst | 1343 Color RenderStyle::colorIncludingFallback(int colorProperty, bool visitedLink) c
onst |
| 1344 { | 1344 { |
| 1345 Color result; | 1345 Color result; |
| 1346 EBorderStyle borderStyle = BNONE; | 1346 EBorderStyle borderStyle = BNONE; |
| (...skipping 256 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 1603 } | 1603 } |
| 1604 | 1604 |
| 1605 void RenderStyle::setBorderImageOutset(const BorderImageLengthBox& outset) | 1605 void RenderStyle::setBorderImageOutset(const BorderImageLengthBox& outset) |
| 1606 { | 1606 { |
| 1607 if (surround->border.m_image.outset() == outset) | 1607 if (surround->border.m_image.outset() == outset) |
| 1608 return; | 1608 return; |
| 1609 surround.access()->border.m_image.setOutset(outset); | 1609 surround.access()->border.m_image.setOutset(outset); |
| 1610 } | 1610 } |
| 1611 | 1611 |
| 1612 } // namespace WebCore | 1612 } // namespace WebCore |
| OLD | NEW |